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by LCStark
Fri Feb 21, 2025 9:43 pm
Forum: Ideas and Suggestions
Topic: Please add remote view for blueprint editing
Replies: 8
Views: 840

Re: Please add remote view for blueprint editing


[*] It would be nice, if you can add some way of mass removing for blueprints (like applying a destruction planner), so you don't have to click on every part that should be removed (or place it somewhere in an robot-empty but visible area, remove the parts, and copy it back).
[*] It would be nice ...
by LCStark
Fri Feb 21, 2025 9:25 pm
Forum: Duplicates
Topic: [2.0.15] Space platform schedule doesn't update highlighted station button
Replies: 4
Views: 443

Re: [2.0.15] Space platform schedule doesn't update highlighted station button


Thanks for the report. I can't reproduce these issues, do they still occur?


Don't know about the space platform ones, but they still happen for trains. And now it doesn't matter if you open a train by clicking it in the world or in the remote view. This is a tiny save I've made to reproduce it ...
by LCStark
Tue Jan 28, 2025 7:36 pm
Forum: Implemented mod requests
Topic: [2.0.30] No quality get_* function for pumping_speed in entity prototypes
Replies: 2
Views: 283

Re: [2.0.30] No quality get_* function for pumping_speed in entity prototypes

Looks like this has been added in 2.0.33:
Added LuaEntityPrototype::get_pumping_speed. LuaEntityPrototype::pumping_speed is deprecated and should not be used.
by LCStark
Wed Jan 08, 2025 3:58 pm
Forum: Modding interface requests
Topic: Add launch target surface to `on_cargo_pod_finished_ascending`
Replies: 2
Views: 301

Re: Add launch target surface to `on_cargo_pod_finished_ascending`


Can't you just remove your item from the cargo pod? Though I don't see the define, I assume the pod has an accessible inventory since it sounds like you are checking it.


Hmm, I didn't think of that. If I could remove the satellite from the cargo pod in the `ascending` event after I've used it ...
by LCStark
Wed Jan 08, 2025 1:43 pm
Forum: Modding interface requests
Topic: Add launch target surface to `on_cargo_pod_finished_ascending`
Replies: 2
Views: 301

Add launch target surface to `on_cargo_pod_finished_ascending`

TLDR: Add the cargo pod launch target to the `on_cargo_pod_finished_ascending`, storing a `LuaSurface` or at least the surface ID for standard launches and `nil` for launching to orbit.

Currently the `on_cargo_pod_finished_ascending` lets us read whether the cargo pod was launched by a rocket silo ...
by LCStark
Tue Dec 24, 2024 12:05 am
Forum: Gameplay Help
Topic: Cannot make Holmium solution with quality Holmium ore
Replies: 10
Views: 5541

Re: [2.0.14] Cannot make Holmium solution with quality Holmium ore

majik1213 wrote: Sun Dec 22, 2024 7:57 pm If you do make a higher quality holmium solution, does it make more of it? What is the advantage of doing this?
The only "advantage" is that you have a sink for quality holmium ore. Other than getting rid of quality ore, it doesn't serve any special purpose or give you anything extra.
by LCStark
Thu Dec 12, 2024 6:37 pm
Forum: Won't fix.
Topic: [2.0.14] Display panel clears unsaved changes when another GUI is opened
Replies: 4
Views: 618

Re: [2.0.14] Display panel clears unsaved changes when another GUI is opened


I'm going to put this into won't-fix and say that by pressing the technology GUI button you are actively choosing to throw out any pending changes you have in the opened GUI. If you don't want that, simply don't do that.

Maybe another developer disagrees and wants to add a "you open the other GUI ...
by LCStark
Sat Nov 30, 2024 9:47 am
Forum: Ideas and Suggestions
Topic: Add 2 outputs to Decider Combinator
Replies: 26
Views: 3465

Re: Add 2 outputs to Decider Combinator


Exactly. So... Um, I hate to ask, but is there a location where I can simply look up this information? I'm feeling slightly dumb constantly asking at the end of my posts.
No need to feel dumb, the way BBCode works does sometimes feel like it's able to break when you don't expect it. Other than ...
by LCStark
Fri Nov 29, 2024 11:59 pm
Forum: Ideas and Suggestions
Topic: [2.0.21] Display panel "Edit message" does not focus text box automatically
Replies: 2
Views: 360

Re: [2.0.21] Display panel "Edit message" does not focus text box automatically

Yeah, I agree. I mentioned the focus issue while reporting the discard changes bypass in this topic: 119518. Those two issues may be minor, but they are impacting QoL of the display panel quite significantly.
by LCStark
Thu Nov 28, 2024 9:10 pm
Forum: Ideas and Suggestions
Topic: Add 2 outputs to Decider Combinator
Replies: 26
Views: 3465

Re: Add 2 outputs to Decider Combinator


P.S. Anyone know of a way to add a link to a "word" instead of simply forming a "hyperlink"? (i.e. clicking on a word redirects, instead of simply making a fully typed URL clickable?) I know it can be done in other forums, but I'm new to - or simply unfamiliar with - this one. Thank you.


I ...
by LCStark
Thu Nov 28, 2024 8:22 pm
Forum: Pending
Topic: [2.0.15] Map shows red dots where nothing exists
Replies: 29
Views: 3061

Re: [2.0.15] Map shows red dots where nothing exists


So, you probably don't know how the player radar range works (I don't know why anyone except someone looking at the code would). Every 32 ticks a 2 chunk radius around the player is updated (chunk you're on + 2 in all directions). All changes done to the chunks for the next 32 ticks will not be ...
by LCStark
Thu Nov 28, 2024 3:42 pm
Forum: This Forum
Topic: [Fixed] Can't paste images from clipboard anymore
Replies: 13
Views: 1063

Re: Can't paste images from clipboard anymore

Sanqui wrote: Thu Nov 28, 2024 2:27 pm Yes this has been fixed, apologies for the "downtime" on this feature.
Awesome, thank you! ;)
by LCStark
Wed Nov 27, 2024 10:34 pm
Forum: Pending
Topic: [2.0.15] Map shows red dots where nothing exists
Replies: 29
Views: 3061

Re: [2.0.15] Map shows red dots where nothing exists


As far as I can tell, everything here is working correctly. Simply put: the map stops being updated when you the player or a radar is not nearby to update it. When you engage with these enemies you typically run away quickly while fighting them to keep out of reach. But by doing that, you stop ...
by LCStark
Wed Nov 27, 2024 9:46 am
Forum: Duplicates
Topic: [2.0.21] Tips & Tricks Lua error in Orbital Logistics
Replies: 1
Views: 190

Re: [2.0.21] Tips & Tricks Lua error in Orbital Logistics

Check if it still happens in version 2.0.22:
Fixed another script issue in orbital logistics tips. (122042)
by LCStark
Tue Nov 26, 2024 9:58 am
Forum: Not a bug
Topic: [2.0.21] Flat GUI is not flat for Space platform hub.
Replies: 6
Views: 761

Re: [2.0.21] Flat GUI is not flat for Space platform hub.

Looks like the setting isn't applied, even after restarting the game. I've got flat interface, but turning it off still keeps it flat on the platform.

platform.png
platform.png (65.08 KiB) Viewed 694 times
by LCStark
Mon Nov 25, 2024 7:50 pm
Forum: Resolved Problems and Bugs
Topic: [Pard][2.0.20] Gleba-related tips and tricks not unlocking
Replies: 10
Views: 1667

Re: [Pard][2.0.20] Gleba-related tips and tricks not unlocking


Hello, I need tips-and-tricks.log file to better understand what is happening.


Hi! Here's mine:


tips-and-tricks.log


The entries right after lava processing look suspicious, and lava processing was the last tips & tricks section that unlocked normally for me. Since then, the two briefings ...
by LCStark
Mon Nov 25, 2024 5:54 pm
Forum: Resolved Problems and Bugs
Topic: [Pard][2.0.20] Gleba-related tips and tricks not unlocking
Replies: 10
Views: 1667

Re: [2.0.20] Gleba-related tips and tricks not unlocking

This might be a more general issue with the tips & tricks, at least the ones relating to the 4 researchable planets & their mechanics. A lot of people had this issue where the planet briefing didn't unlock: https://forums.factorio.com/120526. For me it randomly unlocked after about 20-30 hours, but ...

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